Implementation of Learning Media with the Concept of "Prop Hunt - QR Coin" to Increase Student Learning Participation in IPS Subjects

This study aims to develop the “Prop Hunt – QR Coin” learning media to enhance student participation in Social Studies (IPS) learning. Employing a Research and Development (R&D) approach with the Design Thinking model, the media integrates gamification and QR Code technology. Conducted in class 8F Tahfidz at SMP Laboratorium Universitas Negeri Malang in 2025, the results showed an increase in student participation from an average score of 40 to 82, with 88% of students meeting the completion criteria. The media effectively motivated students and facilitated interactive learning. Recommendations for future research include expanding implementation to other subjects and incorporating digital literacy training.

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Publication Details

Journal
Jurnal Teknologi Pendidikan Jurnal Penelitian dan Pengembangan Pembelajaran
Published
2025-07-30
DOI
https://doi.org/10.33394/jtp.v10i3.15567
Primary Topic
Educational Methods and Media Use
Type
article
Field-Weighted Citation Impact
0.00
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article

Implementation of Learning Media with the Concept of "Prop Hunt - QR Coin" to Increase Student Learning Participation in IPS Subjects

Bayu Kurniawan, Arista Wati, Linda Rahayu, Bima Wahyu Pratama
Jurnal Teknologi Pendidikan Jurnal Penelitian dan Pengembangan Pembelajaran
Educational Methods and Media Use
article

Implementation of Learning Media with the Concept of "Prop Hunt - QR Coin" to Increase Student Learning Participation in IPS Subjects

Bayu Kurniawan, Arista Wati, Linda Rahayu, Bima Wahyu Pratama
article en

Abstract

This study aims to develop the “Prop Hunt – QR Coin” learning media to enhance student participation in Social Studies (IPS) learning. Employing a Research and Development (R&D) approach with the Design Thinking model, the media integrates gamification and QR Code technology. Conducted in class 8F Tahfidz at SMP Laboratorium Universitas Negeri Malang in 2025, the results showed an increase in student participation from an average score of 40 to 82, with 88% of students meeting the completion criteria. The media effectively motivated students and facilitated interactive learning. Recommendations for future research include expanding implementation to other subjects and incorporating digital literacy training.

Jurnal Teknologi Pendidikan Jurnal Penelitian dan Pengembangan PembelajaranVol. 10(3)
State University of Malang (ID)
Openalex Percentile: Top 63%
Educational Methods and Media Use
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